The Attack Element Modifiers script has been updated to support all database objects that supports features. This includes Actors, Classes, Weapons, Armors, States, and Enemies.
Now you can create a weapon that allows you to deal 50% fire and 50% physical damage, and apply that to all “normal” skills.
This script allows you to convert item/skill effects into “user effects”. By default, when your skill misses, none of the effects are executed.
There are two types of user effects: “Pre User Effects” which occurs before the skill is executed, and “Post User Effects” which occurs after the skill is executed.
Using this, you can specify that certain effects are supposed to be executed when the skill is used regardless whether it actually hit the target or not. The effects themselves are the same as usual; what changes is when they are executed.
This script allows you to define multiple custom action conditions on top of the conditions provided by the database.
The database does not allow you to set multiple conditions for a single action. This script addresses this issue by allowing you to create multiple conditions.
In order to provide flexible conditions for game developers, custom action conditions are provided as formulas, allowing you to condition your actions on anything you can imagine.
An update has been made to Followers Move Routes that allows you to enable or disable leader chasing.
By default, a follower will always chase after the person it’s following. For example, if your party has two members, then whenever the leader moves, the person behind will move towards the leader.
You can disable this chase behaviour using simple script calls, allowing your leader to move freely while the followers stand by. It is useful for cut-scenes where your followers are moving around on their own or standing in designated locations while the player is free to move as well.
When you’re playing your game, you may notice that the camera follows the player and is always centered on the player unless you’ve reached the edge or corner of the map.
Sometimes, you may want to focus the camera on a different object, or an arbitrary position on the map. For cut-scenes where the player is not involved, for example, you would typically have to set the player’s graphic to transparent and then move the player to the cut-scene’s location. After the cut-scene is over, you would then move the player back to where they were.
This is not a difficult task, but it is not really something that you have to do just to look at somewhere else on the map. One solution that would make your cut-scenes and overall eventing experience so much easier is the ability to control the game camera using the Camera Target script.
This script allows you to separate your map into separate “map regions”.
Each region can be treated as a separate section of the map, with their own names, music, and battlebacks.
When you move from one region to another, the new region’s name will be
used and the new region’s music will be played.
Posted in Maps, RGSS3
Tagged maps, Regions
This is an update for the Battle Reactions script. It introduces the concept of “Reaction Conditions”, which are conditions that must be met in order for the reaction to occur.
For example, you may require a certain state to be applied, or your HP to be under a certain threshold, or that certain actors are in the party.
The script originally provided a “chance” variable that allowed you to indicate the likelihood that the reaction will occur. This is considered to be deprecated and should not be used.
All conditions should be done using reaction conditions, including random probabilities, because they are much more flexible and allow you to condition your reactions on anything that you can imagine.
See the script usage for more information!
This script allows you to execute arbitrary formulas as an effect.
By default, you have a damage formula that allows you to execute scripts within the context of a damage formula object.
You can now move any non-damage-related logic from the damage formula into a formula effect.
Effect formulas are executed within the context of the interpreter, which is more useful since many scripts add convenience methods to the interpreter (rather than the damage formula).
You have access to a number of references such as the user, the target, and the user’s current action among other standard formula variables.
This is a stand-alone script and does not rely on my Effects Manager. As a result, it does not have all of the functionality that the Effects Manager provides.
This script compresses all save files, resulting in smaller save files.
For backwards compatibility, if a compressed file is not available, it will try to load the uncompressed file.
Note that compression results may vary.
This script introduces the concept of “item affixes”. Prefixes and suffixes may be assigned to your equips to provide additional parameter bonuses or features.
For example, you might have a prefix called “Fiery ” that gives a +20 bonus to ATK and adds a fire elemental damage. When your Short Sword has this prefix, its atk power will be higher than regular Short Swords and will deal more damage to targets that are weak against fire.
An item may have at most one prefix and one suffix.